| General Map: Below you
will find a map, showing the zone in point, the portals are, various
party members should be, where to cast your CC, and the Mind Flayer
Spawn points.

General Information:
Intimidate is a DC of 58 (On Normal)
To get ZZ on a 1 as a any Race other than Halfling, you need a 69
Intimidate
To get ZZ on a 1 as a Halfling, you need a 73 Intimidate
Reflex Saves:
Bees: DC check falls between 39 and 43
Pollinated: Unknown
Acid Breath: DC check falls between 32 and 34 (Fail on 31, Saved on 34)
Fortitude Saves:
Horrid Wilting: Saved on a 43 could be lower.
Mob Spawns:
3 spawning at the middle portal, 1 at the north, 1 at the south, all at
the same time, all renders.
The left side spawns slower & less mobs than the right. Typically 2
Melee & 1 caster can handle this side.
Beholders spawn in the NE, NW, SE, SW corners. They typically
spawn when ZZ is at 50% health. This I believe is based on how long you
have been in the quest, and not ZZ's actual health. If you do no damage
to her, the beholders will still eventually spawn. A good judgment mark
on how well your group is doing, is to check ZZ's health when the
beholders first spawn, if you are at 50% or lower, you are in good
shape, if you only have 1/4 of her health down...you are most likely
going to fail...
Stones (Only thing capable of charming the puppies):
You get 4 at the beginning (2 from the left, 2 from the right), and the
next set of mind flayers will not start spawning until a bit after the
first set of charmed puppies come uncharmed.
Healers:
Bring 50 Heal Mass Moderate Scrolls, 50 Heal Scrolls, and a Major
Mneumonic or two just in case. When healing the puppies, alternate
between a spell pool driven mass heal, and the mass moderate scrolls.
Use a heal scroll on the puppy taking the brunt of the damage if this
isn't cutting it.
Intim Tank:
If your intim is not high enough, a clickie of solid fog will
work in getting her aggro on you. Bee's are piercing damage,
Bramblecasters or something similiar with Spearblock on it will help in
mitigating the damage from Bees.
Base Group:
2 Clerics
1 Healing Bard
1 Intimidator
2 Casters
6 Other Heavy DPS
Buffs Needed (NOT Extended)
Clerical:
Acid Resist
Mass
Shield of Faith
Mass Spell Resist
Mass Aid
Mass Protection from Elements
Magic Circle Against Evil
Recitation
Prayer
Death Pact
Mass Bulls Strength
Mass Bears Endurance
Caster/Bard:
Blur
Greater Heroism
Haste
Bard Specific:
Inspire Heroics (On Main Tank if you have)
Inspire Competence (On Main Tank if you have)
Inspire Courage
Inspire Greatness
Haste
Ranger Buffs:
Barkskin
Puppy Buffs:
Haste
All bards song except inspired competance
Blur
Mass bulls
Mass bears
Mass cats
Mass pot from evil yes this does work i think it funny
Stone skin
Mass shield of faith
Mass aid
Crowd Control/Debuff Spells:
Solid Fog - (On Portals)
Acid Fog - (On Portals)
Cloud Kill - (On Portals)
Weapons To Use:
Vorpals - (Renders, Mind Flayers)
Wounding of Puncturing - (Renders, Mind Flayers)
Weakening of Enfeebling - (Beholders)
Mineral II or an equivalent Transmuting weapon for ZZ & Beholders
Strategy:
(The party makeup is general, and the split groups can vary)
Prior to zoning into the Raid, the leader will split up groups.
2 Patrol groups, 1 Primary Central,
2 Stone collectors (1 for each side)
Typical Split:
Primary Center - 1 Cleric, 1 Intim
Left Patrol - 1 Bard, 1 Caster, 2 DPS (Collector is usually the Bard)
Right Patrol - 1 Cleric, 1 Caster, 4 DPS (Collector is usually the
Caster)
Zone in, and do not move. Moving too much will trigger the start
of the raid. Buff up. Main Intim tank should be the only one
with Resists, the rest of the party with Blur, GH, Bard songs, and Mass Clerical
Buffs. Clerics, do not forget your death pact. Haste up, and
the Intim Tank Heads to the center, while the left and right groups head
out to their patrol sides. The center cleric should hold back and
wait until the Intim tank has solid aggro on ZZ. Once they have
solid aggro and are in position, move to your position in the
center. Use heal scrolls on the main tank until the puppies are
charmed. Intim Tank, if you get Bee's, let the cleric know, they
will have to up the healing pretty drastically to keep you alive.
A note for the central tank, if your intim is not high enough, use a
clickie like solid fog on ZZ, this will get you her aggro solidly so it
will not switch to the cleric.
If a puppy gets out of the Center, the intim tank will let the party
know. DO NOT KILL THE PUPPIES. If you have the aggro of a
puppy out of the center, bring it back into the center, and get it close
enough to the intim tank so they can pull it off of you with their
Intimidate. Please note, DO NOT STAND IN FRONT OF ZZ when doing
this. ZZ will hit you with Bee's, and you will die. After
the tank has the aggro, head back to your patrol side.
Casters should be setting
up CC Clouds on their respective patrol sides only, 1 on each of the 3
portals, and sometimes 2 on the center one. Extend these so you
don't have to run so much. NO CC SHOULD BE ON THE NORTH CENTER, OR
SOUTH CENTER PORTALS.
2 Mind Flayers will spawn
on each side. A pair on the left, and a pair on the right.
Upon killing them, they drop a Stone. Only the collectors
should be picking these up. Nobody else on the patrol should touch
them. As soon as both the left and right collectors each have 2
Stones, they head into the center. Be aware of your aggro, if you
have a Render on you, do not come in until your patrol can pull it off
of you. Meet in the middle when you are certain you have no aggro.
The Right collector, should pass their 2 stones to the Bard (Left
Collector). After the right collector is done passing their
stones, head back to the right patrol side. Only 1 person should
ever charm the puppies. If two are doing it, there is a chance you
will negate the charm so it never happens. To charm the puppies,
put the stones in your hotbar, like you were going to use a wand.
Con the puppy, and hit the stone, it will charm. Charm all 3
puppies first before you start buffing. (NOTE) Clear the top
slots of the first tab of your inventory when you zone in, it makes
finding the stones you pick up easier
Charms will last for exactly 3 minutes. Hit the puppies with Haste
first, then start up your songs.
After your buffs are done, stay in the middle, and help the Cleric heal
the puppy with the primary aggro, the one taking the most damage, use
nothing but heal scrolls on them.
The center cleric should
be hitting the puppies with Mass Bulls, and Mass Bears, and start
concentrating on healing the puppies only.
When healing the puppies, alternate between a spell pool
driven mass heal, and the mass moderate scrolls. Use a heal scroll
or a Heal from spell points on the puppy taking the brunt of the damage
if this isn't cutting it.
Intim Tank, as soon as all 3 puppies are charmed, stop intiming, and
let ZZ's aggro shift to the puppies. As soon as it
does, get away from ZZ, and protect the Healer & Bard from any stray
Renders that make it to the center.
Now its a wait game, the left and right patrols need to keep killing
all mobs that spawn as fast as possible. The
centers job is to keep the charmed puppies alive, at all cost.
Within 5 minutes, you should get the mark to Kill ZZ.
Once the DM states "Its now time to strike",
IF, AND ONLY IF, YOU DON'T HAVE AGGRO OF ANY TRASH MOBS, head into the
center, and kill ZZ.
Typical Completion Time, 5-8 Minutes, any longer than this
and you are going to die.
|